DDOOOOMM OOFF TTHHEE EELLDDAARR YRIEL‟S RAIDERS AND THE WARFLEETS OF THE CRAFTWORLD ELDAR

Although Eldar Corsairs are a by vast armadas, the likes of which might otherwise constant threat to merchant be set aside to defend an entire system or even sub- shipping, they very rarely pose a sector. Whole battlefleets cluster around key points major threat to Imperial and stations all across the thousands of miles of the battlefleets. The same cannot be Craftworld‟s exterior as smaller, nimbler craft rush said of the dozens of fleets of and surge across its surface in a constant shimmering Eldar ships that protect each patrol. Beneath this dizzying tide of vessels, under Eldar Craftworld. Each of these clear crystalline domes through which ground and Craftworld warfleets is a deadly stars might gaze upon one another, the Eldar live and highly potent force that is their lives aboard these spaceborne worlds. Since the capable of laying waste to an Fall of their race and the decline of their empire, entire sub-sector. those Eldar who seek to continue their ancient way

of life have done so aboard these Craftworlds, on an THE CRAFTWORLD aeons long course across the galaxy, as much in flight as in search of any kind of destination, for the OF IIYANDEN Eldar race is a dying one, and even the exodus of Thousands of years ago Eldar these great Craftworlds will do little to avert that.

civilization was all but destroyed in a catastrophe brought about by THE CRAFTWORLD AT WAR their own decadent hedonism, the only survivors fleeing from their It is possible for an Eldar to simply traverse the planets in giant space vessels Webway on foot, moving directly from a Craftworld known as Craftworlds. Iyanden to a wraithgate on some far distant world. Such was the largest of all of the Eldar portals, however, are invariably far too small to Craftworlds and its people the quickly deploy an entire army, and hence such most numerous. It drifted methods are used by few amongst the Eldar – only serenely through the void of the Rangers, the Harlequins and other distant space, far away from the wanderers tread these slender paths. On occasion inhabited planets of other races. however, the Eldar‟s destiny will draw them to fight on a world disconnected from the Webway by the Craftworlds, though spacecraft, millenia of tragedy which have befallen the Eldar. are vast beyond comprehension. The Eldar warhosts may be dispatched aboard vast They are not merely huge capital wings of Eldar attack craft – Vampire Raiders and ships ploughing through space the like – which are able to ferry susbstantial forces with a surrounding escort of rapidly via the Webway. At other times, a force so smaller vessels. They are not vast may be required that the aircraft and skimmers even akin to vast cities, as some of the Eldar army itself are insufficient. It is at such of the largest star forts of the times that the Eldar battlefleets will be readied. The Imperium might be considered, warhosts of the Eldar will assemble aboard the fleet, but rather are immense which will then depart the Craftworld, itself using spacefaring worlds accompanied the webway. As such, a Craftworld‟s docks are not

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really simple holding areas for its fleet, but rather even becoming aware of they are immense wraithgates attached to the the Craftworld‟s imminent Craftworld itself from where the fleet may enter the arrival.

Webway. Such a fleet is then able to exit the Webway by another point elsewhere in the depths of THE ELDAR space using are the largest of the Eldar‟s wraithgates WARFLEETS - portals so sizeable that whole fleets may emerge from them when activated. The sheer size of a

These journeys may bring a fleet into orbit directly Craftworld means that around their chosen destination, or it may be each individual vessel necessary for them to emerge some distance away, possesses several full but either way the pace of which Eldar vessels are battlefleets, stationed at capable of moving means they will descend upon convenient points along their target very swiftly indeed. Eldar fleets employ the Craftworld as it the Webway in this manner in order to launch journeys through space. horrifyingly sudden attacks upon unsuspecting Each fleet might typically enemy vessels, emerging from the Warp while their number from ten to twenty enemy remains unready and ill-prepared for battle. warships and is When it is the Eldar‟s will to attack a world, the commanded by an Eldar emerging fleet will take up position around their Admiral, though it will chosen planet as quickly as possible. The largest inevitably also rely greatly craft in an Eldar warfleet possess internal on advice and counsel wraithgates, through which they can swiftly deploy from the Craftworld‟s their armies to the ground while at the same time Seers. The vessels providing orbital support and further landings from themselves are crewed by their notoriously fast attack craft. If the world to be those Eldar who have attacked no longer possesses any viable warp portals, chosen the Path of the the Eldar will instead descend upon it in a howling Mariner, symbolized by flock of Vampire Raiders, Phoenix bombers and the blue and white Nightwing fighters, tearing apart their enemies so feathered birds of Eldar myth who guide the Eldar rapidly that defence is all but an impossibility. southward and westward A Craftworld‟s course is also aided greatly by the over the seas. Helmsmen many wraithgates spread across the stars. As a and Wayfarers, dedicated Craftworld‟s Seers scrye out its course, small shoals specialists within this of Shadowhunters move far ahead through the path, each provide their Webway, hunting out potential enemies and scouring own valuable skills as part the way clear. If encountered, enemy fleets or patrols of a vessel‟s crew, who may present a danger to the Craftworld‟s safe allowing the Eldar to passage will likely find themselves the unsuspecting navigate the Webway with targets of the Eldar‟s powerful warships long before a mastery unknown to most. The Shadowhunter

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patrols usually remain independent of these emptive attack on the Chaos Fleet's flagship, leaving the Eldar of Iyanden and warned them of the battlefleets, moving to and fro about the Craftworld Iyanden Craftworld unprotected. He only returned impending Tyranid assault. Each Eldar Craftworld as they please. These smaller vessels lack the just in time to stop a suicide attack by a small flotilla has a great hall, known as the Place of Answering, dedicated crews of the larger capital ships and are of Chaos raider ships, who nonetheless managed to which is capable of holding every member of the often crewed by those Guardians who were once damage the Craftworld. Expecting to be feted and Craftworld. At times of crisis the Eldar meet there, embarked upon the Path of the Mariner. The honoured for his victory, Yriel was deeply angered so that all may know of the peril that faces their compact size and customary agility of these sleek when he was called upon to defend his course of Craftworld, and so that any Eldar may voice an escorts allows them to approach much closer to the action. Claiming that his record should speak for opinion on the course of action that should be taken. Craftworld than would be expected for true itself, Yriel refused to enter into the debate, leaving Only once all views have been debated, and a spacecraft. Shadowhunters put these unique traits to his old friend Kelmon no choice but to elect a new consensus of opinion reached, will the Craftworld‟s good use as they defend the Craftworld‟s delicate High Admiral in his place. Bitter with rage, Yriel Farseer decide on the course of action to be taken. wraithbone exterior from encroaching asteroids or vowed that he would never set foot on Iyanden The debate on the action to take against the Tyranid space junk which might be attracted by the force of again. He and a small band of followers left the gravity, blasting such interlopers into pieces small Craftworld and formed an Eldar raider company that hive fleet was heated and prolonged. The more enough to rain harmlessly down on the Craftworld became the single most powerful Eldar pirate force conservative elements of the Craftworld argued for a policy of isolation, shielding the Craftworld behind a below. At other times the Shadowhunters can be operating in the galaxy. seen playfully stalking the Eldar fighters which powerful psychic shield in an attempt to avoid all contact with the Tyranids. The more aggressive patrol the Craftworld‟s lower atmosphere, tracking T HE T YRANIID IINVASIION OF and chasing the smaller vessels with a precision elements wanted to attack the Tyranids immediately, unthinkable for escort sized vessels. As need IIYANDEN CRAFTWORLD:: 992..M411 dispatching the fleet to destroy the Tyranids before they reached the Craftworld. Both courses of action dictates, small groups of Shadowhunters will eschew More than fifty years later, from out of the darkness their normal role, band together and join their larger were deeply flawed, however, because they took no of intergalactic space exploded the Tyranids, and account of the sheer size of the Tyranid Swarm. It counterparts in defense of the Craftworld. lyanden became the scene of the Eldar‟s first took a powerful speech from the Ranger Irilith, who encounter with the Tyranid Swarm, the all- had seen the hive fleet at first hand and understood YRIIEL''S RAIIDERS consuming menace whose locustlike advance the terrible threat that it represented. For over an

through the galaxy has since enveloped hundreds of hour she drove home to all present that the hive fleet Yriel had led the Iyanden fleet as its Autarch, the human worlds. The first warning the Eldar of supreme commander of an Eldar war host, having an was too large to hide from, or for the Eldar fleet to Iyanden had of their fate was brought by the defeat on its own. It would take the combined efforts exceptional understanding of the art of war and also Craftworld‟s far roaming Rangers, Eldar whose the many Eldar paths. Unlike an Exarch, an Autarch of every Eldar on Iyanden to have any chance of instincts drive them to a life of exploration and turning back the Tyranids. Even then they might not is not obsessed with and lost to conflict, instead danger, and who secretly monitor the planets and favoring command roles. The Autarch is responsible succeed in defeating the alien menace. A hush fell on alien races near their Craftworld. The news that the the Hall as Irilith finished her speech. No more for coordinating the numerous elements of the war Rangers brought was dire: a Tyranid hive fleet of host. Despite this tactical role, the Autarchs are also needed to be said, for all the Eldar present now immense proportions was heading towards Iyanden realised the sheer enormity of the task ahead. Farseer highly skilled in combat, being able to call upon the Craftworld. Already over a dozen Imperial planets vast armory of the Eldar for weapons of war. In this Kelmon rose and ordered that the Eldar prepare the had been consumed in the Tyranid‟s advance and, defences of lyanden Craftworld. All elements of the role Yriel earned many accolades, and though he although the Imperium was mounting furious was considered one of the greatest Eldar naval fleet would be recalled, and every single Eldar must counter-attacks as and when it could, it would be take on the Warrior Aspect of Warlock, Guardian or tacticians to have ever lived, his character was months until a major Imperial taskforce could be flawed by the sin of pride. When Iyanden had been Aspect Warrior. The entire gigantic Craftworld mobilised to deal with the threat. By then Iyanden would be fortified, for there could be no doubt that threatened by a Chaos space fleet raiding out of the would have been overrun. Farseer Kelmon, leader Eye of Terror, Yriel had led the fleet on a pre- the Tyranids would breach their outer defences and and spiritual head of the Craftworld, called together land on the ship. Help must be requested from the

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Nonetheless, the first Tyranid waves were dealt with easily and efficiently by the Eldar fleet. The Eldar‟s spacecraft were faster, more manoeuvrable and had longer ranged weapon than their opponents. In battle after battle the Eldar spacecraft destroyed the lumbering hive ships while only suffering minimal casualties themselves. For a while it looked as if the fleet might be able to hold off the Tyranids on its own, as wave after wave of Tyranids were wiped out. But Farseer Kelmon was not convinced. Already the ability of the Craftworld‟s forges to replace destroyed Eldar spacecraft was being outstripped by the casualties being suffered in the deep space battles that raged around the Craftworld. The Eldar fleet was being ground down in a massive battle of attrition; a battle that only the Tyranids could hope to win.

As if to confirm Kelmon‟s worst fears the next Tyranid wave was massive, very nearly twice the size of any that had hit the Craftworld so far. The Eldar fleet suffered terrible casualties in its attempt to hold the Tyranids off, and for the first time was unable to stop them landing on the Craftworld. Although the landing was wiped out before any serious damage was done, the Eldar fleet as a large- scale fighting force had ceased to exist. Still there was hope, especially if the wave had represented the Tyranid‟s main assault force. Eldar spirits were raised even more as the next wave turned out to be other Eldar Craftworlds. The Avatar, the embodied risked the destruction of lyanden‟s culture and racial tiny in comparison to what had come earlier. spirit of the Craftworld‟s War God, must be memory. It was a grave chance to take, but Kelmon Although the weakened fleet couldn‟t keep all of the awakened to take part in the battle. And, most knew that the Ghost Warriors could make the swarms away from the Craftworld, the landings that terrible of all, all of the Craftworld‟s ancient spirit difference between victory and defeat in the struggle were made were easily isolated and destroyed. For a stones must be plucked from their resting places and that was coming. short while it seemed that the Eldar had weathered implanted in metal fighting bodies to battle as Ghost the storm. Then Iyanden was hit by two huge attacks The first Tyranid Hive Swarms attacked Iyanden just Warriors. When an Eldar dies their spirit is released in succession. The pitiful remnants of the Eldar fleet into a gem known as a spirit stone, which is grafted twenty days later. By then the Craftworld had opposed the Hive Swarms as best they could, but into the very structure of their Craftworld to preserve already been isolated for over a week by a Tyranid were swept aside by a tide of alien spacecraft. the dead Eldar‟s consciousness. Thus, each psychic blockade which made it extremely difficult Iyanden was all but engulfed as horde after horde of Craftworld is a living thing which preserves a little for the other Eldar Craftworlds to send help. Apart Tyranid Warriors, Genestealers, Gaunts and from a few scattered units that made it through, of the once great Eldar civilisation. By risking the Carnifexes were disgorged onto the Craftworld. destruction of the Craftworld‟s spirit stones, Kelmon Iyanden would be fighting the Tyranids on its own. Huge battles erupted all over Iyanden, the fighting

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bitter and close ranged with enemy forces often only was, righteously angry though he was, Yriel could separated by the width of a corridor of wraithbone not leave lyanden to its fate in this, its very darkest wall, as the Eldar desperately attempted to beat off hour. Battling his way through the Tyranids‟ psychic the alien invaders. Often they succeeded, but the blockade, Yriel swept to the aid of his people and Fortress of Tears, Shrine of Asuryan and, most arrived just in time. Like a thunderbolt from the blue terrible of all, the ancient Forests of Silence, all fell Yriel and his raider fleet smashed into the Tyranid to the Tyranid hordes. The Eldar counter-attacked, Hive Swarms. He was quickly joined by the few the raging figure of the Avatar leading the remaining craft of lyanden‟s fleet, and together the Craftworld‟s Aspect Warriors and Ghost Warriors in combined Eldar space fleets tore the Tyranid a berserk orgy of destruction which recaptured the Swarms apart. Two more waves of Tyranid Hive Forests of Silence from the Tyranids. It is said that Swarms attacked the Craftworld, only to meet the the Eldar Warriors wept tears of rage and sorrow to same fate. Not a single Tyranid ship reached the see the damage inflicted on the ancient forest domes Craftworld, though the cost to the Raiders was dear. of their Craftworld. Slowly the Eldar managed to Bloodied but unbowed the Raiders prepared to sell turn the tide on the Tyranids and gain the upper their lives to the last in order to turn back the next hand, forcing them back onto the defensive. And wave of Tyranids. On the bridges of the Craftworld then another huge Tyranid wave arrived, the third in and of the circling Eldar ships vigilant eyes watched succession, and the largest yet. As swarm after the scanners, waiting for the first tell-tale blip that swarm flickered into existence on the Eldar‟s would indicate the direction of the next assault. scanners, Kelmon knew that, barring a miracle, Minutes passed, then hours, and with a growing Iyanden Craftworld was doomed... sense of wonder the Eldar realised that no more

Tyranid Swarms were coming – the assault was over. The hive fleet had been destroyed! But on THE HERO RETURNS and destroyed. The Tyranid attack on Iyanden Iyanden Craftworld the war went on. The Tyranid When he heard of the Tyranid‟s assault on Iyanden, hordes that had been fighting a tenacious rearguard Craftworld was over.

Yriel did his best to ignore the terrible peril that action awaiting the aid of the rest of the hive fleet The Tyranids had been defeated. But the victory was threatened his old Craftworld. But proud though he now turned like cornered rats and hurled themselves a hollow one. Though the Eldar had repulsed the at the Eldar. Caught by surprise the Eldar staggered invaders, the cost was enormous. Their once-proud “An Eldar rune, back, desperately trying to hold the suicidal Tyranid each of which has onslaught. The Fortress of the Red Moon fell to a world stood in ruins, and four-fifths of the inhabitants were dead or lay dying in its shattered specific surprise attack, and for a moment it seemed that with halls. Iyanden‟s mighty space fleet was a pitiful mythological victory within their grasp the Eldar would be shadow of its former self; the blasted remains of its significance, defeated. But, for the second time, Yriel led his represents every Raiders to the rescue of the Craftworld. majestic spacecraft and their brave crews hanging Craftworld. One Disembarking from their orbiting spacecraft the silent and weightless in space. But all this could be rebuilt, maybe not for hundreds of generations, but such rune is the Shrine of Asuryan. Asuryan is Raiders joined with the battered defenders of one day in the distant future. What was lost forever the oldest and greatest of the ancient gods of the Iyanden Craftworld and, yard by yard, step by step, were the souls of the Eldar whose spirit stones had Eldar, the father of the gods, and the ultimate forced the Tyranids back. A final wild charge led by ancestor of all living things. This is the symbol the Tyranid Hive Tyrant was annihilated by the been destroyed in the battle against the Tyranids. of Iyanden Craftworld, whose name means Light combined efforts of the Avatar, Yriel and the Ghost The massive destruction wrought upon the people and Ghost Warriors of Iyanden dealt the Craftworld in the Darkness, another way of referring to Warriors, and then in a series of vicious one-sided a blow from which its culture would never fully burning shrine of Asuryan.” battles the last of the Tyranids were hunted down recover.

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CRAFTWORLD ELDAR SPECIAL RULES ELDAR LEADERSHIIP ordnance is moved, but apart from this all the rules not the subsequent damage rolls. For example, if an All Eldar ships add +1 to the Leadership score described for Eldar movement will apply. Eldar vessel is hit by a Nova Cannon round and fails generated on the Leadership table on page 10 of the its save, it must immediately take as many hits as the Rulebook, giving them a Leadership value between 7 ELDAR MOVEMENT damage roll allocates unless it successfully Braced and 10. Due to their unique method of movement, for Impact beforehand and then passes its brace rolls. the Eldar may not use the following special orders: All Ahead Full, Burn Retros, Come To New CRAFTWORLD ELDAR WEAPONS Heading. Note: because Eldar ships cannot use All Sunward Pulsar Lance Ahead Full special orders, they also may not ram. Edge Pulsar lances fire volleys of high energy laser bolts. An Eldar fleet containing any Craftworld Eldar These count as lance shots, and hit on a 4+ no matter vessels has an attack (or initiative) rating of 3. Craftworld and Corsair Eldar vessels follow similar what the target‟s armor. However, if a pulsar lance movement rules. Here a Hellebore class Corsair shot hits, then you may roll to hit again and you may ELDAR SHIIP MOVEMENT escort has Speed 10/20/30. At the start of its move, it keep on rolling to hit until you miss or the lance has The movement rules here are identical to those on turns in the direction shown, so that the sunward scored a total of 3 hits. p.129 in the Rulebook and replace the normal table edge is in its left fire arc. This gives it a speed Shadow Lance movement rules used by other fleets. Assume of 30cm. It can then move up to 30cm straight ahead. Although larger capital ships employ the powerful anything not modified below applies normally to the Pulsar lance, the vast energy arrays required to Eldar. Eldar ships move in their Movement phase BLAST MARKERS AND power such weaponry are far too large to be and in the Ordnance phase of their own turn. Note GRAVIITY WELLS that they do not move in the Ordnance phase of the mounted on the necessarily swift and nimble Eldar are affected by Blast markers in the same way Shadowhunters. Instead, smaller Eldar vessels are enemy‟s turn. Before an Eldar ship moves, it may as other ships without shields – they will take a point armed with the Shadow lance – a less powerful turn to face any direction. It always turns before it of damage on a D6 roll of 6 and reduce their speed version of the same Eldar laser technology. Shadow moves and then remains facing in that direction until by 5cm that turn. Gravity wells allow Eldar to curve lances count as typical lances in every respect (ie. no the start of its next move. Work out the speed an their normally straight line move around the planet multiple shots). Eldar ship can move at after it has turned. Its speed and so the ship may make a free turn towards the depends on its facing towards the sunward table planet at the end of its move (since it can turn in any Weapon Batteries edge. All Eldar ships have three speeds (for example, direction at the start, there is no additional benefit at Eldar weapons batteries are short-ranged weapons 10/20/30). The first is used if the sunward table edge the start of its move). that unleash a torrent of fire. They employ is in the Eldar ship‟s front fire arc; the second is used sophisticated targeting systems which make them if the sunward table edge is in its rear fire arc; and HOLOFIIELDS very accurate even at extreme angles of attack. To the third is used if the sunward table edge is in its Against attacks that use the Gunnery table, the represent their accuracy, Eldar weapons batteries left or right fire arcs. If the sunward table edge lies holofields cause one column shift to the right, in count all targets as „closing‟ on the Gunnery table, on the line between two fire arcs, the Eldar player addition to any other column shifts for range or Blast no matter what the target‟s actual aspect is (defenses may choose which he or she uses. markers. Against any other form of attack (lances, are still targeted as such). This aside, all the normal torpedoes, etc), roll to hit an Eldar ship as normal, rules apply. Eldar ships have no minimum move distances. They but the Eldar player may then make a saving roll for move from zero up to the maximum distance his holofields: Note that holofields do not negate hits Torpedoes allowed by the direction of the sun. After their initial from moving through Blast markers, exploding ships All Eldar ordnance use sophisticated targeter turn they travel in a straight line and may not make and celestial phenomena. They do, however, work scrambling systems to make themselves virtually additional turns as they move. As noted above, the against ordnance hits, hit-and-run raids, boarding undetectable until they strike. To represent this, Eldar move twice in each of their turns. The second actions, ramming or Nova Cannon. Note that against defensive turrets only hit Eldar torpedoes on a roll of move is made in the Ordnance phase after any Nova Cannon, holofields save against the shell hit, 6, rather than on a roll of 4 to 6 as is normally the

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case. In addition, the highly accurate targeting equipped with torpedo bombers for +15 points per EL DAR CRITICAL DAMAGE TABLE sensors on Eldar torpedoes allow you to re-roll the launch bay, with these functioning the same way as 2D6 EXTRA DAMAGE RESULT dice to hit for any torpedo that misses a target on the other Eldar torpedoes. Additionally, for the cost first attempt (the second roll stands). Eldar torpedoes listed in their special rules, certain vessels with 2. Infinity circuit damaged. The ship‟s infinity circuit, must make this re-roll when coming in contact with launch bays may be equipped with Vampire raiders, which aids control and internal communications, is damaged by the hit. The ship‟s Leadership is reduced a ship, even if the ship is already destroyed. which serve as assault boats with a speed of 25cm. by -1 until the damage can be repaired. Attack Craft Aspect Warrior Hosts 3. Keel armament damaged. The keel armament is Eldar attack craft benefit greatly from the Eldar‟s Unlike Eldar Pirates, who rely on the same self- taken off line by the hit and may not fire until it has grasp of technology and the skills of their crews. To serving rogues who crew their ships to conduct raids been repaired. represent this, defensive turrets only hit any Eldar and boarding actions, Eldar Craftworld vessels are 4. Prow armament damaged. The ship‟s prow is attack craft on a roll of 6, rather than on a roll of 4 to able to go to war carrying hosts of Eldar Aspect ripped open. Its prow armament may not fire until it 6 as is normally the case. Nightwing fighters Warriors who form fighting contingents aboard their has been repaired. function exactly as Corsair Eldar Darkstars in that ships. Many of the Aspect Warrior shrines excel at 5. Mast lines severed. The systems that allow the ship they are resilient, meaning they get a 4+ save once the kind of rapid assaults which are ideally suited to to alter the angle of the sails and turn swiftly are per ordnance phase whenever they come in contact teleport and other hit-and-run attacks and hence broken by the hit. Until the damage is repaired, the with enemy ordnance. specialize in attacking enemy vessels in this manner. ship may only turn up to 90° before it moves. Certain ships in an Eldar fleet are permitted to carry 6. Mainsail scarred. The ship‟s main solar sail suffers Phoenix bombers function exactly as Corsair Eldar Aspect Warrior Fighting Crews as chosen from the surface damage, reducing the amount of energy it can Eagles. The highly accurate targeting sensors on fleet list, adding +2 to their dice roll when fighting in store. Each of the ship‟s speeds is reduced by 5cm Phoenix bombers allow you to re-roll the dice to a boarding action, or +1 to the dice roll when until the sail is repaired. determine the number of attacks they make (the conducting a hit-and-run attack. 7. Superstructure damaged (+1Hp). The hit tears into second roll stands). Attack craft carriers may also be the ship, causing a small breach. Excess strain on the ship‟s hull could increase the damage. Until the damage is repaired, roll a dice every time the ship turns over 45°. On a roll of 1, the ship suffers 1 extra point of damage. 8. Mainsail shredded. The solar cells of the mainsail are torn to tatters by the hit. The ship cannot move in the Ordnance phase until the damage is repaired. 9. Infinity circuit smashed (+1Hp). The fine crystal matrix of the infinity circuit is shattered by the hit. The ship‟s Leadership is reduced by -3. This damage may not be repaired. 10. Holofield generators destroyed. The holofield generators are smashed beyond repair by the hit. The ship no longer benefits from its holofields. This damage may not be repaired. 11. Hull breach (+D3Hp). A huge gash is torn in the ship‟s hull, causing carnage among the crew. 12. Bulkhead collapse (+D6Hp). Internal pillars buckle and twist and whole compartments crumple with a scream of tortured wraithbone. Just pray that some of the ship holds together!

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FLAME OF ASURYAN, YRIEL'S FLAGSHIP ...... 320 Points

At the heart of Iyanden lies the Shrine of Asuryan. It is here that the most powerful and wise of Iyanden‟s leaders gather for all talk of war and it is here that the armies of Iyanden muster when the time comes. There is no place more sacred, nor more heavily guarded within the entire Craftworld. At the center of this great shrine burns a constant flickering fire, the Flame of Asuryan itself – a beacon, a symbol of hope to the Eldar of the Craftworld. It is said that the Flame of Asuryan is the burning fire with which the Eldar will claim victory over all who would attack the Craftworld, though it is also said that should the flamed ever go out, Iyanden‟s light will diminish also. When Yriel led the Craftworld‟s fleet, he was considered to be the favored of Asuryan, and TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS amongst his many great titles earned himself the Cruiser/8 10/20/25cm Special Holofields 5+ 0 honorific of „Bearer of the Flame‟, and duly renamed his flagship The Flame of Asuryan accordingly. ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC

Prow Weapons Battery 30cm 16 Front The Flame of Asuryan is magnificent, even by the standard of Dragonships. It bears three great sails - Keel Launch Bay Nightwing: 30cm 4 N/A Phoenix: 20cm one borne upon its long elegant spine, and another Keel Pulsar Lance 30cm 1 Front/Left pair each mounted atop the great outriggers to its flanks, both of which also bear deadly pulsar lances. Keel Pulsar Lance 30cm 1 Front/ Right The Flame of Asuryan bore Yriel to many great victories at the head of the Iyanden fleet and he Special Rules: The Flame of Asuryan embarks the most fearsome members of Yriel‟s own pirate warband, which would give little thought to parting with the vessel once his own rank was lost and his own place count as an Aspect Warrior fighting crew. This vessel may take Vampire raiders as part of its point cost. It is a unique vessel, only one may ever be included in the fleet amongst the Craftworld taken from him. Instead, he and his most loyal followers departed, Yriel himself still aboard his mighty flagship. By such means did the Flame of Asuryan come to depart the Craftworld of Iyanden.

When Hivefleet Kraken descended upon Iyanden, Yriel made no attempt to aid his former home, but when the Tyranids overran Iyanden and threatened the Shrine of Asuryan itself, he could no longer ignore its calling. Returning at the head of a mighty fleet of raiders who he had gathered about him in his years of exile, Yriel smashed aside the Tyranid fleet.

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CRAFTWORLD ELDAR DRAGONSHIP ...... 260 Points

Dragonship is the collective name given to the larger classes of Eldar vessel. The term Dragonship does not refer to any particular armament or configuration, but rather to a variety of vessels adhering to the same basic principles, designed for the same basic roles. Within this larger grouping, individual configurations or combinations of weapons give individual classes their proper name – always a variation on the phrase „Dragon‟, representing different aspects of the creature of the same name from Eldar myth. Those Dragonships which are piloted in large part, or even exclusively, by spirit stones, for example, are referred to as Ghostdragons, while larger vessels which have been TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS designed to operate away from the craftworld for great lengths of time are often referred to as Void Cruiser/6 10/20/25cm Special Holofields 5+ 0 Dragons. Different styles of Dragonship can vary greatly, with different numbers of sails, different Choose one of the following prow weapons for each Dragonship in the fleet as part of its point cost. armaments and even variations in size.

ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC

Prow Weapons Battery 30cm 14 Front

Prow Pulsar Lance 30cm 3 Front

Choose one of the following keel weapons for each Dragonship in the fleet as part of its point cost.

ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Keel Torpedoes Speed: 30cm 8 Front Nightwing: 30cm Keel Launch Bay 4 N/A Phoenix: 20cm

Special Rules: Dragonships equipped with launch bays may take Vampire raiders for +10 points.

“Those Eldar ships were all over us. I‟ve never seen anything move quite like them. They‟d rush in and hit us with volleys of laser fire and missiles, and then they‟d keel over and be away before we could engage them properly. They didn‟t have shields like our void shields, and there ships were fragile too, so if we could hit we‟d do them some serious damage. But our augers just couldn‟t get a proper fix on them, so hitting them wasn‟t easy, not easy at all. If the rest of the flotilla hadn‟t got back when it did, I think we‟d have been doomed.” - Captain Steinback, After Action Report

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CRAFTWORLD ELDAR WRAITHSHIP ...... 160 Points

Like all the starships of the Eldar, Waithships are made from wraithbone, a material drawn as raw energy from the Warp and shaped into matter by psychic craftsmen known as Bonesingers. The Wwraithbone forms the living skeletal core of the spaceship around which its other structures are arranged. The wraithbone also provides channels for psychic energy. This facilitates internal communication, transmits power and enables the spaceship to act as an organically integrated whole. The wraithbone core of a spaceship is surrounded by a structure which is literally grown into the required shape by Bonesingers. These Eldar use their psychomorphic talents to shape bulkheads, walls, floors and conduits into a shell that completely surrounds the wraithbone core and forms the hull TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS and major internal divisions of the spaceship. Most Cruiser/6 10/20/25cm Special Holofields 5+ 0 of a spaceship‟s operating systems are connected directly to the wraithbone core. The many thousands of systems draw power through the wraithbone and Choose one of the following prow weapons for each Wraithship in the fleet as part of its point cost. are constantly monitored and controlled through it.

ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Because of the unique practices of Eldar psychic Prow Weapons Battery 30cm 8 Front engineering, Eldar spaceships resonate with sympathetic psychic energy. The Wraithbone core Prow Pulsar Lance 30cm 2 Front provides a psychic channel through which an Eldar can control mechanical functions. In this way, Eldar Choose one of the following keel weapons for each Wraithship in the fleet as part of its point cost. attuned to the very essence of their spaceship guide it, making countless minute adjustments to the trim ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC of the great solar sails to draw every fraction of energy from the solar winds. This is also the key to Keel Torpedoes Speed: 30cm 4 Front the legendary elegance and almost birdlike agility of Nightwing: 30cm Keel Launch Bay 2 N/A the Eldar Wraithships. Their pilots literally feel the Phoenix: 20cm solar wind on the ship‟s sails, they sense the flex of the ship‟s structure, the tension and movement of its Wraithbone skeleton. Like a hawk soaring on a “The mind of the Farseer is utterly inhuman in its depth and complexity. Without mercy or moral feeling his thermal or diving to clutch at its prey, a Wraithship consciousness stands upon the edge of spiritual destruction. That he does not fall must be the result of constraints can turn in the wind, circling and swooping to hunt and balances which only an Eldar could understand. To a mere human it is another reminder that we are but its own prey – the spaceships of its enemy. children in comparison to that ancient and powerful race.” – Inquisitor Czevak

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CRAFTWORLD ELDAR SHADOWHUNTER ...... 40 Points

Shadowhunters are the smallest type of vessel employed by Iyanden, operating in vast shoals which shimmer and weave a short distance above the craftworld‟s surface as it ploughs through space. These Shadowhunter packs function as a constant patrol, guarding the approach of friendly vessels coming into dock, or spinning and bobbing around the craftworld with horrifying speed to drive off would-be attackers at a proximity where larger TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS vessels would find it difficult to function effectively. Escort/1 15/20/30cm Special Holofields 4+ 0 Because of this defensive role, Shadowhunters have a very limited range, designed as they are to repel Shadowhunters are commonly armed with either weapon batteries or shadow lances as part of their as part of attackers which manage to actually approach the their point cost. Choose one of the following weapons for each Shadowhunter in the fleet as part of its point cost. craftworld itself. Weapons and power systems on the An escort squadron may consist of Shadowhunters armed with different armaments. Shadowhunters are correspondingly compact,

making the Shadowhunter one of the nimblest and ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC most agile of vessels, even by Eldar standards. Prow Weapons Battery 30cm 3 Front Shadowhunters are so nimble, in fact, that they are capable of pursuing their enemy so closely that even OR enemy attack craft find it hard to evade them. During ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC the Tyranid invasion of Iyanden, Shadowhunters typically formed a last line of defense close to the Prow Shadow Lance 30cm 1 Front craftworld, while the larger vessels broke down the main Tyranid waves in deep space. The scattered Special Rules: Shadowhunters are so nimble that they can even pursue attack craft with ease, harrying the smaller remnants of these waves which were able to pass the vessels with an agility impossible for other escorts. When coming in base contact with any attack craft, they may re- Eldar cruisers and approach the craftworld were then roll a failed holofield save (the second roll stands). This effect only works against attack craft, and markers that easy pickings for the nimble Shadowhunters. As behave only as fighters are still ignored normally. Due to their extremely small size and crew complement, more and more waves of Tyranids descended on the Shadowhunters cannot initiate boarding actions. A ship that successfully boards a Shadowhunter gains a +1 modifier craftworld, however, the Eldar fleet was in addition to any other modifiers. All hit and run attacks against Shadowhunters add +1 to their roll. overwhelmed by sheer weight of numbers, forcing the Shadowhunters to disperse and join their larger counterparts in fighting desperate counteractions in the depths of space.

sk not the Eldar a question, for they ‘ will give you three answers, all of which are true and terrifying to know. A – Inquisitor Czevak

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CRAFTWORLD ELDAR GHOSTSHIP ...... Points: Varies unresponsive if left to simply wander the infinity them and turn their attention away from the battle at ‘ ather the dead for war, let them join circuits away from the will of the living Eldar Seers hand. If a Ghostship fails a Command check for a our ranks, lest we are forced to join who bind and direct them in unlife. special order, it not only fails to go onto the special theirs.‟ order, but may also do nothing except move this G In order to function, a Ghostship must always be - Farseer Kelmon turn. If the failed check is as a result of attempting to before the defense of Iyanden commanded by a Spiritseer – a powerful Eldar go onto Brace for Impact orders at another point psyker who has chosen to dedicate his powers to during the turn, the Ghostship may still attempt to Ghostships are those vessels which, through the long communing with the dead. Spiritseers are some of Brace for Impact but may do nothing except move slow dying-years of the Eldar race, have reached the the loneliest and most sinister members of a during its next turn instead. When you fail a point of near-abandonment through loss of crew. Into craftworld, required, as they frequently are, to spend Command check for a Ghostship you may not make these vessels the Seers of Iyanden incorporate spirit periods of time alone aboard Ghostships, surrounded any further Command checks for other Ghostships stones – sacred reliquaries bearing the souls of those by nothing more than the souls of the reluctant dead. during the same turn. You may, however, continue Eldar already lost in the struggle for survival. to give special orders to other „crewed‟ vessels in the Sometimes Ghostships will be entirely without living USIING GHOSTSHIIPS fleet (until, of course, you fail a Command check crew, perhaps even embued with the spirit stones of Ghostships do not represent a particular class of with one of them as well). their original pilots, gunners and navigators, vessel, but rather they are those vessels which are continuing to guide their race through the stars even substantially controlled by spirit stones, having only Deathless: Ghostships require none of the more beyond death. Sometimes the Ghostships will bear a small or even non-existent living crew. The use of delicate systems required to support a living crew, spirit stones of much older Eldar, some perhaps even Ghostships is strongly disliked by the Eldar, since it and the ease with which the interred spirits move with memories of the Fall, unceremoniously denied requires disturbing the spirits of the dead and forcing throughout the wraithbone arteries of the vessel peace by the desperate hardship their people still them to return once more to battle that they might aid means that even when badly damaged the vessel is face. For the living crew of Ghostships, the presence their living kin. It is for this reason that the vessels still able to function effectively. By the normal of these ineffable ancestor-souls creates an equally are known as Ghostships, representing an undeniably fragile standards of the Eldar, Ghostships present a fairly sturdy proposition. Ghostships, unlike other daunting and empowering burden of expectation. powerful entity which straddles the boundary between life and death, yet equally represents a force Eldar vessels, only suffer a critical hit on a roll of a 6 These spirit stones bring sentience to the living, but that the Eldar would be wise to leave undisturbed in (not a 4, 5 or 6 as is usually the case with Eldar otherwise unthinking, wraithbone from which all all but the most dire of circumstances. The Tyranid vessels). Eldar vessels are constructed – a curious amalgam of invasion and the ensuing decimation of the the living, the inaminate and the undying. The spirit population make Ghostships an abhorrent necessity Uncrewed: Since Ghostships are piloted by the spirits of long-dead Eldar warriors, their crews are stones allow the Ghostships to function with an to the Eldar of Iyanden, however, and they are a far either small or non-existent. For this reason: impossibly tiny number of crew and, when combined more common component of the Craftworld‟s fleets • Ghostships may not contain Aspect Warrior with the living wraithbone of their vessels, make than the Eldar would wish. Ghostships exceptionally resilient. Their formless fighting crews. thoughts are far harder to destroy than the frail Any vessel in an Iyanden fleet may be converted to a • Ghostships may not be armed with launch bays. bodies of living pilots, able to simply flit from one Ghostship. Ghostships use the following special • Ghostships may not initiate boarding actions or hit- transient vein to another. They are at complete rules: and run attacks of any form. freedom within these wraithbone skeletons, diverting • Enemy boarding a Ghostship gain a +1 modifier in Leadership: Ghostships have normal Eldar both reliance and function to almost any location on the boarding action, in addition to other modifiers. leadership. the ship should any given system become damaged. • Enemy making a hit-and-run attack against Ghostships add +1 to their dice roll. But the reliance which the Eldar of Iyanden have to Special Orders: Ghostships are able go onto special Ghostships roll only half the normal number of dice come to place upon Ghostships is not without orders and use re-rolls in just the same manner as when undertaking damage control in the End phase difficulty. Spirit stones are already ancient and other vessels, however there is always a danger that possess the temper of souls that should already be at the spectral and deathly manner in which these (before halving it again for Blast markers, if rest, seemingly winsome and vacant, distant and vessels interact with the real universe will distract appropriate). communing Ghostship

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USING STARSHIPS OF THE CRAFTWORLD ELDAR THE CRAFTWORLDS & OUTCASTS & THE PATH Ordinarily, Craftworld Eldar fleets cannot use the THE OUTCASTS Sometimes the rigid constraints of the Eldar path are Reserves rules to pick ships from a Corsair fleet (nor THE OUTCASTS vice versa). To use a mixed Craftworld and Corsair The Eldar are an incredibly ancient race, who once intolerable even for an Eldar to bear; such individuals leave their Craftworlds and become fleet, you must first choose to use ONE particular ruled a vast empire across the stars. Then came the Eldar fleet list. In place of that fleet‟s normal Fleet hideous times of the fall, when the Eldar were known as Outcasts. Many Eldar spend years or Commander option, you must then choose an Eldar consumed by their own decadence and fell from decades as Outcasts before they return to the Eldar Hero. The presence of an Eldar Hero then entitles power. The few who survived were scattered across path. Outcasts must bear the terrible burden of their your fleet to take ships from the „other‟ Eldar list the stars in their vast Craftworlds - vessels as large heightened Eldar consciousness without the protection of the Eldar path. Set free within the (i.e. reserve Corsair ships if your fleet is a as worlds which now stand as the Eldar race‟s last Craftworld Eldar fleet, reserve Craftworld Eldar remaining havens. It is impossible to say with universe they are dangerously vulnerable. Only ships if your fleet is made up of Corsairs). certainty how many Craftworlds there are. They Eldar of especially strong character can survive for were built many millennia ago in great urgency and long as Outcasts. After years of adventure and in times of unimaginable peril. The turmoil and wandering, or sailing the seas of space aboard the confusion which preceded the destruction of the pirate fleets, most Eldar eventually return to the Eldar worlds was great. All higher government had sanctuary of the Eldar path. Eldar Pirates are long since ceased to operate, and it was only thanks outcasts – Eldar who have turned away from the to the heroic actions of a few far-sighted individuals Path and abandoned their craftworld. These Eldritch that the Craftworlds were built at all. Raiders live quite apart from the orderly, disciplined Eldar of the Craftworlds forming ravenous bands of THE ELDAR PATH pirates, corsairs and raiders. As with other outcasts, THE ELDAR PATH some of these eventually return to the Path, or may Aware that it was the ineffable power of their own retain some ties to their original craftworld. whims and desires which had so wantonly brought However, the wilful and unaccountable actions of about their downfall, the survivors, the Eldar of the the Outcasts stand far apart from the carefully scryed Craftworlds, have developed a way to control their and considered actions of the Craftworld Eldar, and own inner natures. Every Eldar chooses for himself a for the most part the Farseers show great reluctance discipline which he then makes it his task to master. for their own peoples to mix with the wayward and It may take years to successfully accomplish this, dangerous Outcasts. perhaps more than a single human lifetime. Each discipline is rightly called a path, and each path may COMBIINIING CRAFTWORLD necessitate further choices and specialisations. For example, the Path of the Warrior has many Aspects, & CORSAIIR VESSELS and whilst all enable the Eldar to master the skills of Outright alliance between fleets acting on the will of combat, each Warrior Aspect brings with it its own a Craftworld‟s Seers and the more volatile, self- special techniques and abilities. Other paths include serving Eldar Corsairs is relatively rare, but certainly that of the Bonesinger, as the psycho-technicians not unknown. It does, however, usually only occur

who craft wraithbone and other psycho-plastic when a knowledgeable leader of great influence is materials to fashion the material artifacts of the present, able to both satisfy the careful measured „The universe is tripatite: the sunlight of the Eldar, or the Path of the Mariner, the calling of those desires of the Seers yet at the same time prove his material plane, the darkness of the spirit plane, that crew and eventually lead starships. There are might to the more aggressive pirates. Such leaders, and the twilight of the spaces betwixt the two.‟ innumerable paths, some chosen but rarely, each like the legendary Yriel, are rare, but the fleets they - Iyanna Arienal, offering its followers a complete way of life. command are invariably powerful. Spiritseer of Iyanden

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THE IYANDEN CRAFTWORLD FLEET LIST F LEET COMMANDER CAPIITAL SHIIPS ratios described previously, with the Flame of 0 -1 Autarch Dragonships Asuryan, Dragonships and Wraithships counting as You may include one Eldar Autarch in your fleet, Your fleet may include up to one Dragonship for cruisers. If the Flame of Asuryan is taken, the Eldar who replaces the ship’s Leadership with his own. If every two Wraithships included in the fleet. If your Hero must be embarked aboard it. the fleet is worth over 750 points, an Autarch must fleet is led by an Autarch, you may include a single be included to lead it. Dragonship as his flagship which does not count Priince Yriiell,, Bearer Of The Fllame,, Eldar Autarch (Ld 9) ...... 75 points against this limitation. In order to take the Flame of Autarch Of Iyanden -- 1150 Poiints Iyanden Bearer of the Flame (Ld 10) . . . . 100 points Asuryan, an Eldar Hero must lead the fleet and be Before becoming one of The fleet commander may purchase a re-roll, at the embarked aboard it. the most feared corsairs cost listed below: (0-1) Flame of Asuryan ...... 320 points in all of the Imperium, he One re-roll ...... 25 points Dragonship ...... 260 points test test was the Autarch of Eldar Hero Wraithships Iyanden, supreme Your fleet may be led by an Eldar Hero, in place of Your fleet may include any number of Wraithships. commander of its war its normal fleet commander. Only a fleet led by an Wraithship ...... 160 points host and battle fleet. Eldar Hero may take reserves from the Corsair test Unlike an Exarch, an Eldar fleet list. Contrariwise, only when a Corsair Ghostships Autarch is one that has Eldar fleet is led by an Eldar Hero in place of its Any capital ship in the fleet may be upgraded to a the ability to step away fleet commander may it take reserves form the Ghostship. Such a vessel may not also include a from the Path of the Craftworld Eldar fleet list. Farseer or Aspect Warrior crew. Warrior, seek out other Eldar Hero (Ld 10) ...... 100 points Ghostship ...... Free disciplines and assume a test You may purchase re-rolls for your Eldar Hero by leadership role. Despite pa ying the cost listed below: ESCORTS his considerable martial One re-roll ...... 50 points Your fleet may include any number of escorts, prowess and tactical Two re-rolls ...... 75 points arranged in squadrons of 2 to 6 vessels. acumen, it was along the Three re-rolls ...... 100 points Shadowhunter ...... 40 points Path of the Mariner that test test he found his true calling. 0-3 Farseers RESERVES AND ALLIIES You may include up to three Farseers in your fleet, An Eldar Hero must lead the fleet in order to use Prince Yriel has at his each of whom must be assigned to a capital ship Corsair Eldar vessels as reserves. Following this, disposal the very finest (including the flagship if desired) and gives the one Corsair Eldar cruiser or light cruiser may be weaponry and resources vessel a re-roll which may be used on itself, another taken for every three Dragonships and/or availableweaponry to the Iyanden Eldar. As part of his cost, he is capital ship in the same squadron or an escort Wraithships in the fleet. Corsair Eldar escort vessels accompanied by the fiercest members of Yriel‟s own pirate squadron within 15cm. may be taken in the same ratio of no more than one warband, which count as an Aspect Warrior host. His vessel is 0-3 Farseers ...... +30 points for every three Shadowhunters in the fleet. These may equipped with Vampire raiders as part of his point cost. He test be organized in squadrons in any mix desired, but has one re-roll as part of his point cost, but a second or third Aspect Warrior Host Corsair Eldar escorts and Shadowhunters may not be Any capital ship in the fleet may be equipped with re-roll must be purchased at the cost listed for Eldar Heroes. in the same squadron. Up to one Void Stalker may be Aspect Warriors, serving as the ship’s fighting crew. taken in the fleet as long as the fleet is at least 1000 Prince Yriel must be embarked on a Dragonship equipped Aspect Warrior Host ...... +20 points points and at least three Corsair Eldar cruisers with launch bays, even if he is leading a Corsair fleet. A fleet test and/or light cruisers are already present in the fleet. led by him has an attack rating of 4, even if it includes Craftworld vessels. He must be embarked aboard the Flame of An Eldar Hero leading a Corsair Eldar fleet may take Craftworld Eldar vessels as reserves in the same Asuryan if it is present, in which case his cost is 125 points. Asuryan.

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SCENARIO: CRAFTWORLD ASSAULT Direct attacks against a craftworld are exceedingly rare not least because, despite their immense size, craftworlds are extremely elusive prey, rarely sighted by non-Eldar. However, when the Tyranid swarms of Hivefleet Kraken descended upon the galaxy, they did so in such numbers that Iyanden could not help but cross their path and in so doing find itself in the greatest peril of its history…

FOR C ES Forge of Lost Souls Both fleets are of equal points. The defender (Eldar) does not spend extra points on planetary defenses – these are included in the special rules for the craftworld instead (see below). Since Fortress of Tears Forests of Silence the attackers are Tyranids, they do not gain any extra transport models (since all Tyranid ships are „transports‟ in effect), but if you want to replay this scenario with another attacker, they may take two free transports for every 500 points (or part) in his fleet. Gate of Dreams Reserves: Any number of Eldar ships (including the flagship!) may be purchased against the Spear of Light fleet‟s total at 50% cost, but they count as reserves and start off the table. Ships may not use their re-rolls if they are not yet in play. How vessels counting as reserves deploy is explained in the Craftworld special rules.

BATTLEZONE Craftworlds will typically avoid being too close to stars but can otherwise be found just about anywhere in space. Determine the battlezone normally using a D3 for a Primary Biosphere, Outer Reaches or Deep Space result. Determine the sunward edge and set up celestial phenomena normally or in any mutually agreed-upon fashion, ignoring any outcome that results in a planet. Forge of the Singers

THE CRAFTWORLD In this scenario, the craftworld is Gate of Nightmares considered to be the target of an attack, Shrine of Asuryan in the same manner as a planet would Fortress of the Red Moon be in a planetary assault. The Tyranid

assault of Hive Fleet Kraken targetted TTHHEE IIIYYAA NNDDEENN CCRRAAFFTTWWOORRLLDD Iyanden, which is a very large

craftworld (about 25cm in diameter). Small craftworlds have a gravity well of 10cm, medium craftworlds of 15cm and large However, if you are refighting this craftworlds of 20cm. The craftworld is placed no more than 150cm from one of the short

scenario with another craftworld as the table edges. Whilst craftworlds do actually travel through space, their progress is so target, or if you want to introduce some remarkably slow that during the course of a battle they will exhibit no noticeable movement, degree of randomness into the game, and hence the template representing the Craftworld itself does not move, in just the same way you can always vary the size of the as planets do not move during a battle, despite their actual movement in orbit of the nearest craftworld, or roll on a dice: 1 = small star. Instead of planetary defenses in the normal sense, individual areas of the Craftworld are (no more than 15cm) , 2-5 = medium purpose-constructed to provide for its collective defense. In the particular case of Iyanden, (no more than 20cm, 6 = large (no more these roles are fulfilled by three areas – the Spear of Light, the Fortress of Tears, and the than 30cm). Craftworlds follow all the Fortress of the Red Moon. Whilst other craftworlds may vary in their defenses, you can rules for planets, since their immense safely use the following rules as standard for all craftworlds. size means they create their own gravity wells, etc. However, they do not roll for Fortress of Tears & Fortress of the Red Moon moons, rings, etc. Both these fortresses are designed to repel invaders from Iyanden, utilizing powerful but indirect plasma shots to disrupt and scatter any enemy which manage to evade the table craftworld‟s cruiser patrols. At full effect the fortresses are designed to act as the defenses for the end 2010 COMPENDIUM 138 .

moonlets! However, when the defense of the Craftworld is at stake, it can be re-purposed as a weapon with poor accuracy by Eldar standards but horrifying destructive power. The Spear of Light functions as a single Nova Cannon in all respects. Like the fortresses, one dice must be rolled during each End Phase for each Assault Point already scored on the craftworld. If any of these score a „6‟ the Spear of Light is damaged, and a Reload Ordnance special order must be passed each time the weapon is used again. If a „6‟ is rolled again in a subsequent End Phase, the Spear of Light is considered destroyed for the rest of the battle. The Spear of Light is used against targets at range and has no effect against vessels on the Low Orbit table.

Forge of the Singers and Forge of Lost Souls A craftworld‟s Bonesingers have at their disposal the means to construct and service an entire Battlefleet of Eldar vessels. Indeed, their construction and fabrication techniques are so efficient, they can quite literally have at their disposal more starships than there are Eldar crew to man them. While even this prodigious capacity serves little utility in the heat of battle, it can in an emergency aid a vessel in dire straits. Any Eldar capital ship in low orbit can dock with the Craftworld by “landing” on the surface without requiring a leadership check. Unlike when coming in contact with a planet‟s surface, the vessel does not count as destroyed by doing so, though it must subsequently remain in place for one full turn. It gains +4D6 to repair critical damage in the End Phase and may regain up to 1Hp damage for every roll of 6 not used to repair critical damage (all critical damage must be repaired before this benefit can be taken). Additionally, it counts as passing a Reload Ordnance special order for free. However, it may not move, shoot or launch ordnance while docked, critical damage that the entire eastern and western halves of the craftworld respectively. Each time an Assault cannot normally be repaired during a battle (such as holofields damaged) still remains Point is scored (or „landed‟ on the Craftworld), roll a dice. On a score of a 4 or more, one of damaged, and while docked to the Craftworld the ship counts as defenses for purposes of the fortresses damages the attacking wave so heavily that the landing is essentially ineffective being fired upon using the gunnery table. Holofields work normally against gunnery -based and no Assault Point is scored. weapons,weapons. beingand the ship benefits from an additional

The fortresses also allow the craftworld to repel ships in low orbit. During the Eldar player‟s right column shift and may ignore blast markers Shooting phase, the two fortresses each unleash one 45cm pulsar lance against each escort while docked, as it is inside the sheath of the craftworld‟s powerful polarization field. squadron or capital ship on the Low Orbit table. These cannot be redirected or “stacked” on a single or group of targets; each enemy escort squadron or capital ship can receive no more Gate of Dreams and Gate of Nightmares than two pulsar lance shots that roll to hit in the normal manner pulsar lances are used. Like virtually all craftworlds, Iyanden has a series

There is always the danger that the fortresses themselves will fall. During each End phase, of webway portals scattered throughout its roll one dice for each Assault Point already scored on the craftworld. If any of these score a structure. The two largest of these are the Gate of „6‟ one of the fortresses are damaged, and the chance of destroying enemy Assault Points, or Dreams and the Gate of Nightmares. Each one of scoring a hit on ships in low orbit, is reduced by 1 (ie, to a 5+ the first time, then to a 6+, then these is capable of opening vast portals sizable they are destroyed completely). No matter how many 6‟s are rolled, only a single –1 enough for even the largest of the Eldar‟s war reduction can apply in each End phase, meaning only a single Fortress can be affected by a machines. Together, they create a single portal at single -1 reduction each end phase. When a Fortress is destroyed completely, it can no longer the rear of the Craftworld large enough for fire upon enemy vessels in low orbit. The number of pulsar lances fired at each enemy ship in traversing starships. Beginning turn 2, after the Eldar fleet moves roll a D6. On a 5+, D3 capital low orbit is reduced by 1 for every Fortress destroyed. ships and/or escort squadrons of the owning Spear of Light player‟s choice held in reserve at the start of the While the Spear of Light is essentially another heavily armed redoubt constructed for the game now appear along the table edge closest to defense of the entire Craftworld, it is most renowned for the Spear of Light, a titanic linear the Craftworld no more than 30cm away from it. accelerator bearing its name and capable of hurling plasma charges at nearly the speed of Eldar ships cannot move or shoot in the same turn light. Its primary purpose is to eliminate dangerous objects in its path, such as recalcitrant they appear. moonlets! This file written by Nate Montes for the 2010 Battlefleet Gothic Compendium. Go Navy!! 2010 COMPENDIUM 139 .

SET--UP SPECIIAL RULES The Craftworld template is placed on the table in the same manner as a planet using the Attacking ships must move within 30cm of the craftworld table Planetary assault rules on p.76 of the Rulebook. The defender can choose to place ships and edge (which obviously replaces the planet edge) on the low squadrons either on patrol or on standby in high orbit, or within the craftworld‟s gravity (low orbit table to send troops to the surface and bombard enemy orbit table). Roll a D6 for each defending ship/squadron (except Shadowhunters) on patrol: positions. Remember that since the attackers are most likely on a 1-3 the attacker may set up the ship/squadron, on a 4-6 the defender may set it up. Tyranids, you should follow the special scenario considerations for Tyranids, as presented in Armada. However, should you wish to vary the attackers, the following basic rules apply:

For each turn an attacking capital ship spends within 30cm of 15cm the craftworld edge, the attacker scores 1 Assault Point. For each turn an attacking transport spends within 30cm of the ATTACKER DEPLOYMENT ZONE craftworld edge, the attacker scores 2 Assault Points. A ship deploying troops or bombarding the craftworld may not do DEFENDER DEPLOYMENT ZONE anything else that turn.

GAME LENGTH The game lasts until one fleet is destroyed or disengages, or the attacker has scored 10 or more Assault Points.

VIICTORY CONDIITIIONS 150cm Add up the Assault Points earned by the attacker and add +1 to the total for every 500 Victory Points (rounding down) scored

30cm by the attacker for destroying or crippling ships and planetary defenses. Deduct -1 Assault Point for every 500 Victory Points (rounding up) scored by the defender. Look up the adjusted

Assault Point total on the table below: 30cm

ASSAULT POINTS VICTORY RESULT 0-1 Defender‟s Major Victory (+1 Renown) 2-5 Defender‟s Marginal Win 6-9 Attacker‟s Marginal Win Ships on patrol may be set up anywhere that is not within 30cm of a table edge or within an 10+ Attacker‟s Major Victory (+1 Renown) area of celestial phenomena. The defender always decides the facing of ships, regardless of who set them up. The attacker deploys his fleet within 15cm of the short table edge furthest from the planet. You will also need a separate low orbit table. nvestigation into the recent history of the Iyanden

Shadowhunter Patrols ‘ Craftworld can lead to but one conclusion – the Shadowhunters are quite simply the most nimble patrol vessels in the galaxy, and so must Eldar of Iyanden are on the brink of total always be set-up on patrol, but no dice roll is required, and they are always deployed by the I extinction. They have lost many of their number in defender. the longthe millennia end since the Fall and, as with all Eldar, new generations are few and far between. However, it was an FIIRST TURN attack by a swarm of Tyranids from Hive Fleet Kraken that The players roll a D6, with each player adding their fleet‟s initiative (attack rating) to the roll. may have rung the death knell for Iyanden Craftworld... Whoever got the highest may take either the first or second turn. Ivanden is unlikely to ever recover its losses and it is only a matter of time before the craftworld becomes lifeless. – Inquisitor Czevak

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DOMAINS OF THE ELDAR . For millions of years after the disappearance of the that happened to be nearby during that great act of unmitigated malice too evil for their doing. Old Ones, the Eldar as the oldest of the Young Races cataclysm, and many of these stations resorted to Rather than merely subsist on piracy, they actively built a galaxy-spanning empire long before humans piracy to maintain their existence. Most faded away seek out the terror and wanton murder that such had even mastered fire. Their command of the in an unforgiving universe as they were activities bring, and even the Eldar corsairs steer galaxy and the Webway that gave them access to it systematically discovered and destroyed by other clear of these malevolent caitiffs unless battle with filled them with an arrogant belief that there was races, especially by the krork and the upstart mon- them is inevitable. nothing they couldn't overcome. Over time their keigh as they expanded their influence in the galaxy, exploration of all without and within led to ever filling the void left by the Eldar's demise. A precious ELDAR HAVEN SPECIIAL RULES more extreme and perverse pleasures, eventually few however still remain the island havens they An Eldar Haven rolls for leadership following Eldar resulting in the Fall and their near-extermination in always were, situated near a Webway portal in deep rules and can attempt Special Orders as ships do, the 30th Millennium as the Chaos god Slannesh was space or near an Exodite World as a remote outpost though it may only attempt to Lock On, Reload born. As the Warp tore into real space and much of for one of the few vast Craftworlds that still ply the Ordnance or Brace For Impact. An Eldar or Dark the Webway was shattered, only the vast Craftworlds stellar main. Eldar fleet commander can lead the battle aboard it that fled before the Fall and the many Eldar Havens instead of a ship. Eldar Havens are more solidly built that served as island harbors among the vast sea of Other Havens survive as undiscovered pirate bases populated by corsair bands and outcasts, most than their agile but relatively delicate starships. They stars survived the ensuing holocaust. are armor 5+ and take critical damage on a 5+ infamously the never-revealed pirate base of Prince Scattered across the galaxy, Havens were only Yriel‟s Eldritch Raiders after his forces defeated and instead of 4+ like Eldar vessels. They also have much larger power reserves than Eldar vessels do, designed to be way stations serving as frontier ports combined with those of the notorious corsair for repair and re-supply as the Eldar traveled through Shadow Price Xian. These pirate redoubts are keenly and their weapons have significantly longer range. As with Eldar vessels, Eldar Haven weapon batteries the Webway across their unimaginably vast domain. sought after by the Imperium, but at worst they are always count as closing. Though heavily armed and stoutly constructed in little more than bastions for the outcasts that prey on memory of the titanic wars that gripped the galaxy in targets of opportunity merely to meet their own An Eldar Haven may be used as a Dark Eldar pirate the Eldar race‟s youth, their best defense was their selfish ends. Of far greater danger to the galaxy at base. When used as such, trade bombers for stealth, and jealously guarded were the secrets of large are those perverted citadels of the Dark Eldar, Slavebringer assault boats and Pulsar Lances for their locations. A vast number of these were left cut the Eldar‟s druchii kin, ancient pirate renegades Shadow Lances at no change in cost. All other off and isolated with nothing but the meager fleets descended to the very depths of depravity with no characteristics remain unchanged.

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takes part, but it does not count toward the starting An Eldar Haven, even more so than other Webway Portal: Many Eldar Havens are situated in point limit a fleet has, as it remains hidden at the clandestine redoubts, relies more on its ability to deep space or near one of the Exodite Worlds, start of the campaign and can only be attacked if the remain hidden than any capacity to repulse a usually near a Webway Portal large enough for opposing player discovers it. An Eldar fleet may sustained assault. To this end these way-stations are starships to traverse. The owning player may use the start a campaign with one, but may only earn up to normally situated in the outer dark, and they will Webway to summon additional warships to its aid. two more in the course of a campaign by an Eldar never be anywhere closer in-system than the Primary Any number of ships may be purchased against the commander with eleven or more renown by Biosphere. These ancient keeps are fitted with the fleet‟s total at 50% cost, but they count as reserves expending a dedicated appeal, needing a roll of 5+ to very pinnacle of Eldar technology, systems only and start off the table. Beginning turn 2, after the succeed. Should an Eldar Haven be revealed and rarely made available to the already wraithlike Eldar fleet moves, roll a D6. On a 5+, one capital come under attack, the owning player can attempt to vessels of this enigmatic race. ship or escort squadron appears along the table edge retreat the station back into the Webway to prevent closest to the Eldar Haven. Eldar ships cannot move Netherfield: A refined holofield design coupled with further attacks on it. To do so, the owner must roll a in the same turn they appear. an absorptive masking layer make the Haven nearly D6. On a roll of 1 it is lost in the Webway and must impossible to target. On the Haven it imparts a right In a campaign, a player counts as having a pirate be struck from the roster. On a 2+, the Haven has column shift (in addition to holofields) for all base for purposes of repair points for every Eldar been re-situated successfully and must once again be weapons that use the gunnery table. Haven on the player‟s fleet list. Its value counts located by an opponent before it can be attacked. against the fleet list in individual battles in which it Polarization Field: A low-level energy bubble surrounds the Haven, channeling the debris of space ELDAR HAVEN CRITICAL DAMAGE TABLE around the station. While not a propulsion system, it EXTRA 2D6 RESULT allows the Haven to maintain its position in the DAMAGE vicinity of celestial phenomena to a fine degree. It Infinity Circuit Damaged. The station‟s Infinity Circuit aiding control and internal 2 +0 does not risk suffering a hit for being in contact with communications is hit. Leadership is reduced by –1 until repaired. blast markers and ignores all effects of solar flares. Weapon Batteries Off-line. The weapon battery targeting node arrays are damaged. Weapon 3 +0 Like other large defenses, the Eldar Haven removes batteries may not fire in any arc until repaired. Pulsar Lances Off-line. Power couplings to the lance crystals are hit. Pulsar Lances may not D6 blast markers in base contact at the end of each 4 +0 turn separately from the D6 blast markers removed fire in any arc until repaired. Launch Bays Damaged. Explosions rock the ordnance bays. Ordnance may not be launched from play normally. 5 +0 until repaired. Due to the Eldar‟s superior maneuverability, Eldar Mainsails Scarred. The main solar sails suffer surface damage. All weapon systems are ships can dock with a Haven using a simple 6 +0 reduced to 50% effectiveness until repaired. leadership check and do not need to be on special Superstructure Damaged. The hit tears into the station, causing a small breach. Until the orders to do so. Any of the owning player's capital 7 +1 damage is repaired, roll a D6 at the beginning of each turn. On a roll of 1, the station takes an ships that dock with the station for one full turn gain additional hit. +2D6 to repair critical damage in the end phase, and Polarization Field Off-Line. The station loses ability to maintain position in space. Until they are considered to have reloaded ordnance for 8 +0 repaired, the station drifts 5cm toward the nearest celestial phenomena and loses the ability to free. Ships doing so cannot move, shoot or launch ignore blast marker or solar phenomena effects. ordnance in that turn, though holofields continue to Infinity Circuit Smashed. The fine crystal matrix of the station‟s Infinity Circuit is shattered, 9 +1 work normally, and they can attempt Special Orders reducing leadership by -3. This damage may not be repaired. if desired. The Haven may reserve for itself its extra Holofield Generators Destroyed. Smashed beyond repair, the station no longer benefits from +2D6 capability to repair critical damage if there are 10 +0 its holofields. This damage also affects its Netherfield and may not be repaired. no ships docked to the station any time during the 11 +D3 Hull Breach. A huge gash is torn into the station‟s hull, causing carnage among the crew. turn. Bulkhead Collapse. Internal pillars buckle and twist as whole compartments crumple ant twist 12 +D6 with a scream of tortured wraithbone.

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ELDAR HAVEN SPACE STATION ...... 200 Points Haven Spires are the most elusive of outposts, existing in remote regions of space, moored near a lonely webway portal far from a nearby star. However, it is not unknown for these stations to be concealed near celestial phenomena in the outer reaches of systems frequented by other races oblivious to the threat hiding in their midst. Stories exist of the Biel-Tan Haven Rash Nieaed standing silent watch over the seemingly abandoned forest world of Cyclonea, only to awaken as the bastion of a mighty Swordwind host at the presence of Ork invaders or a human exploratory fleet. Several have become shrouded in darkness as domains of the Dark Eldar. Any unfortunate soul finding itself brought prisoner within the twisted spires of such a damned place is assured only a demise filled with agonies the likes of which cannot be imagined in one's worst nightmares.

As often as not, Eldar Haven Spires will have a small contingent of warships detached to it. It is believed that the An-Iolsus and Ulthwé Craftworlds in particular have several of these stations scattered throughout the sectors surrounding the Eye Of Terror, and these stations may also explain how the Dark Eldar have managed to conduct their piratical raids throughout much of the known galaxy.

TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS “Your kind think you are so magnificent, yet even Defense/8 None None Holofields 5+ 0 now, at the nadir of our power, we can manipulate you, turn you to our ends, as easily as you might pull ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC a trigger and fire a gun. Our time will come again, Weapons Battery 60cm 8 All Around Eldrad has promised us. Once more you upstart mon- Darkstar 30cm keigh shall kneel before our power! This time we Launch Bay 5 squadrons N/A Eagle 20cm will not be so lenient! We will exterminate you, Pulsar Lances 45cm 3 All Around every world, every vessel, every one of you! Eldrad has seen the stars stained red with your blood, and it pleases him! Notes: As part of its cost, the Eldar Haven is equipped with a Netherfield, a refined holofield design coupled with an absorptive masking layer make the Haven nearly impossible to target. It imparts an additional right column shift (in You think us weak, but we will be your doom, addition to that imparted by holofields) for all weapons that use the gunnery table. It is also equipped with a children of Earth.” Polarization Field; a low-level energy bubble surrounds the Haven, channeling the debris of space around the station. - From interrogation of It does not risk suffering a hit for being in contact with blast markers and ignores all effects of solar flares. captured Eldar Ranger

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ELDAR TRANSPORT ...... Special

Eldar Craftworlds are largely self-sufficient, and travel through the Webway obviates the need for a large fleet of dedicated transport vessels. However, such conveyance is nonetheless required for quickly transiting supplies and personnel to Eldar Haven Spires, and occasionally to contested worlds without ready access to a webway portal of sufficient size.

While it is exceedingly rare that the Eldar would stoop toward open trade with the mon-keigh besides the occasional Rogue Trader, it is not too uncommon for them to use these vessels to effect trade with other, TYPE /HITS SPEED TURNS SHIELDS ARMOR TURRETS more august races, or with those they determine would Escort/1 10/10/15cm Special Holofields 4+ 0 be advantageous to their own mysterious ends. ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Occasionally, small groups of these vessels will ply Weapons Battery 15cm 1 Front the stellar main under escort by a contingent of warships, though like everything else about the Eldar, these are usually for reasons much more inscrutable Notes: Though Eldar transports are like their other starships in that they are crewed by those who have elected the than appearances may indicate. Nonetheless, they are Path of the Mariner, these ships are generally led by Craftmasters that are less experienced than those who pilot true not immune to the predations of the galaxy, and the warships and thus suffer -1 modifier against the Eldar leadership table. Eldar transports are reserved for scenarios Dark Eldar in particular consider such vessels a that require transports, for which they have the value of a full transport or two assault points. particularly battle-worthy prize.

ELDAR CREW SKILLS TABLE

Over the course of a campaign, a ship’s crew develops experience that only comes from serving together in the crucible of war. Roll a D6 against the following table:

D6 Crew Skill 1 Expert Gunnery. The ship‟s gun crews are amongst the finest in the whole sector, able to lay down a devastating barrage. When the ship attempts to make Lock-On Special Orders, you may roll 3D6 and discard the highest D6 before comparing the roll against the ship‟s leadership. 2 Warlock. A renowned Seer accompanies the vessel, disclosing fragments of possibility to the ship‟s captain. This vessel may always attempt to go on Special Orders, even if another ship or squadron in the fleet has failed a command check this turn. 3 Excellent Pilots. Even the bomber pilots assigned to this ship number several „Aces‟ amongst its crew. Bombers launched by this vessel may survive being intercepted by enemy fighters utilizing the „Resilient Attack Craft‟ 4+ save rule in the same manner as Eldar fighters. As they are not fighters themselves, they still ignore other types of ordnance normally. Fighters from this vessel are always moved before enemy attack craft in the ordnance phase. Re-roll this result if the ship does not carry attack craft. 4 Battle Stance. Aspect Warriors, Dark Eldar Wyches or even the dreaded Harlequins have been enticed to join y our vessel. This ship may re-roll the dice in a boarding action. The second roll stands (even if less!). This benefit can be combined with having an embarked Aspect Warrior Host. 5 Disciplined Crew. Whenever this ship checks leadership or attempts to go on Special Orders, you may roll 3D6 and discard the highest D6 before comparing the roll against the ship‟s leadership. 6 Elite Command Crew. Once per battle the ship may automatically pass a Leadership test or command check – there is no need to roll any dice. This may be used even if another ship or squadron in the fleet has failed a command check this turn. This crew skills table is for use by the Haven, any capital ships or escort squadrons in a Corsair Eldar, Craftworld Eldar or Dark Eldar fleet. The refit table on the next page is for use by any capital ships in a Corsair Eldar, Craftworld Eldar or Dark Eldar fleet. It is not for use by escorts. Eldar Havens may earn ship or weapon refits but not engine refits. Ships that cannot use the refit or crew

skill rolled for whatever reason may re-roll the result, such as not being equipped with weapon batteries, attack craft, etc.

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ELDAR REFITS TABLES

The ship’s engines are fitted with additional systems, or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 against the following table:

D6 Engine Refit 1 Celestial Dragon Engine. The standard maneuvering thrusters have been augmented, allowing breathtaking turns. The vessel may choose to turn up to 90º at the end of its movement instead of turning normally at the beginning of its movement. Not for Dark Eldar – roll again.

2 Polarization Field. A low-level energy bubble surrounds the ship, channeling the debris of space around the vessel. The ship does not suffer a hit for moving through blast markers and ignores all effects of solar flares.

3 Drunken Weave. An intricate system of particle flow rudders and graviton impellers are fitted to the vessel, allowing for drastic evasive maneuvers. The ship gains a 6+ save on a D6 against any damage it takes without requiring a Command Check. This does not count as being braced, but the ship may not use this save when on Brace For Impact Special Orders or attempt to go on Brace For Impact special orders against any round of shooting or event of taking damage if this save fails. 4 Phoenix Sails. Hyper-efficient materials of exceeding purity are used to replace the mainsails, squeezing extra energy from the solar wind, adding +5cm to all speed bands.

ENGINE REFIT Dark Eldar vessels add an additional +1D6cm speed when on All Ahead Full special orders. 5 Moon Gossamer Rigging. A Bonesinger has spent many hours re-splicing the ship‟s control mechanisms. Instead of turning to any facing at the start of its movement, it may choose to make a single 45º turn at any point along its movement. Not for Dark Eldar – roll again. 6 Stream Flow Enhancers. A dramatic re-rig of the ship‟s sails and control surfaces give the captain much greater control over his or her vessel. When the ship is facing the sun, it counts as having the sunward edge in its rear. If the sun is in the rear arc, it counts as on its side. Dark Eldar vessels add +5cm to their speed.

The structure of the ship is improved in some way, new equipment is installed, or specialized crew members are brought aboard. Roll a D6 against the following table:

D6 Ship Refit 1 Crystal Web. A sizable colony of crystal spiders have been introduced to the hull, greatly enhancing the ship‟s chances of survival. If the ship has no critical damage, roll a number of D6 equal to the number of hits it has remaining, recovering 1HP if any rolls of 6 are made. No more than 1HP can be regained in this manner per turn, regardless of how many rolls of 6 are made. 2 Bonesinger. A much-respected Bonesinger has joined the ranks of the crew. The ship only suffers critical damage on a 5+ instead of a 4+. Not for Dark Eldar – roll again. 3 Mask of the Laughing God. Special psychic dampers and cross-spectrum jammers hide the intentions of the crew. Enemy vessels do not gain +1 Leadership for this vessel going under Special Orders. 4 Gestalt Spirit Stone. The ship is incredibly ancient, even by Eldar standards, and its spirit has literally eons of experience. The vessel ignores all penalties to leadership tests, such as blast markers, Marks of Chaos, etc. SHIP SHIP REFIT 5 Netherfield. A refined holofield design coupled with an absorptive masking layer make this ship nearly impossible to target. It grants an additional right column shift to the vessel against all weapons that use the gunnery table (no additional modifier is granted past the far right of the gunnery table). 6 Structural Purity. The cores of the ship‟s wraithbone supports are partially replaced by a fluidic medium that dissipates damage throughout the hull. Before the battle begins, the vessel gains +1HP to its starting damage capacity.

The ship has been upgraded with additional or more sophisticated weapon systems, greatly enhancing its battle effectiveness. Roll a D6 against the following table:

D6 Ship Refit

1 Talons. Both the outer hull and the ship‟s airlocks are lined with psychically charged scatter-shard point defenses. Enemy ships attempting to board the vessel or perform a

hit-and run attack suffer a -2 modifier. 2 Distortion Charges. The vessel has been fitted with a weapon system which ejects a Warp Distortion charge into its wake (useable once per game). This D-charge must be placed at the same time the player places the rest of the fleet‟s ordnance on the table, in the ship‟s aft firing arc. When launched, it moves 10cm toward the nearest enemy vessel every ordnance phase. If it comes in contact with an enemy ship‟s base, the enemy vessel may attempt to shoot it down with turrets, hitting on a roll of 6. If the D- charge is not destroyed, place a warp rift marker at the point of impact using a Nova Cannon template. Any vessel touching the template suffers the effects of coming in contact with a warp rift! At the beginning of each subsequent Eldar turn roll a D6. On a roll of 6 the rift closes and is removed form play. 3 Rune-Assisted Targeting Nodes. The fire control systems are linked by a complex sensor array. Ships fitted with lance-type weapons may re-roll their first miss each turn. 4 Gravitic Accelerators. An extra boost is provided to torpedoes and attack craft. When first launched, ordnance receives an extra +10cm to its movement.

5 Anomaly Clarification Stones. The ship‟s scanners are able to compensate for local spatial distortions. Blast markers do not cause a column shift when the ship‟s weapon WEAPONS REFIT batteries fire through them. 6 Enhanced Crystal Focusing. Rare ultra-pure crystals and a delicate realignment of the firing mechanisms raise the power transfer ratio of the ship‟s weapons, significantly increasing their range. Add +15cm range to the ship‟s weapon batteries and lance-type weapons.

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